Dude just grind survival mode for 10 min at a time on the disco club stage 2. Power up your tweeter, beans and a weapon. Tweet the hulks, eat beans in between and really quickly go back to a gun cuz u cant stop moving forward. All u who gave up because u were stuck on lvl 7 just try again, it's possible, I did it. Be able to say u beat this game before the carebears forced him to make it easier. Hearing things like "I CAN beat it but I choose not to right now." From a poster i wont name, Is pathetic.
That's not a 'carebear' thought. You gotta have fun after all it's a game, not work. Last game I loved that was borderline frustrating to me was Devil May Cry 3 on hardest, but I actually beat it and loved doing it. I just hate the timer mechanic. Anyway even when I was in college, had plenty of game time and was proud to beat DMC 3 on the hardest difficulty without dying, I didn't exactly went and tell all my friends so it's not like I'm gonna tell the whole world 'look I beat Fangz before it was easier' like its 's some sort of life accomplishment. The hard games I beat, I did it because I had fun the whole way. Different strokes etc etc, I don't recall a game with timers that in which this aspect was the main deterrent for me. EDIT: well seems I have clicked with the game anyway, after your post I managed to get past level 2-2 and blasted thorough 3 and 4 easily (ok with a sliver of health) and it was very satisfying. Guess I gave up on the game too soon, I may still enjoy the challenge who knows. Don't mind some grinding, level 2-2 irked me to such extent I stopped playing but loved 3 and 4 lol.
Please, elaborate on the person you are referring to. I would love to know who it is. In fact, instead of showing how masculine you are in this thread, PM that person. I'm sure they'd love to hear from you.
I just finished the game! (I love the closing credits song by the way , it's a nice "homemade" touch). I loved Fangz all the way through. I played several hours on my $1.99 purchase. I can safely say that Fangz or Melodive is my Game of the Year so far. For anybody having trouble, these are the really challenging stages: 2, 7, and 9. I honestly can't recommend the game enough. If you're looking for a console quality game for the price of a cheeseburger, you really can't beat Fangz. I cleared the last bit of stage 9 jumping around the biters, and eating beans while having zero time on the clock. . . . my heart was about to pound out of my chest! I can't say enough great things about Fangz. Solid 5 star game.
Take your pick: Will it be the jump health reduction, the vampire lunge or the timers that are the most irritating for you. Sorry for not putting my last two posts and this one in one post. My bad.
I'd say the timers but I was always annoyed by very restricting timers on games. I can't remember any game I played that timers annoyed me this much, console PC or mobile. The vampire lunge prevented me from completing level 5 once because I ran out of ammo and it looks like with melee weapons you can only strike them in a straight line unlike shotgun and revolver for example. With the shotgun I can shoot them when they're not exactly in my line so the lunge is less of an issue, but melee weapons are problematic for me as much as I like them in this game. Jump health reduction doesn't annoy me too much after getting stamina high, it made me die sometimes near level completion because I couldn't jump since I had no health but not a deal breaker for me.
If you take out half my sentence and place it out of context, I guess it would seem like I said the game was unbalanced. What I said was that the game was unbalanced for part of the audience, namely those that currently don't have the skill to beat it. If you see a vamp coming for you at an angle in which you can't hit him, then you can run to another point, attract more vamps, jump behind them and attack them at close range. If you lack the skill to do that, the game may feel unbalanced. I also admitted that there are better ways to handle the jump, and I specifically said what I'm going to do in the next content update. Yes, I know the feeling. I'm able to climb the Everest to the top, but I found it annoying. So I sent a letter to Tibet's and Nepal's presidents, so that they install some stairclimbers in the thing. You should only be able to complete a level with no damage if it's an early level and you're already very proficient with the game. Otherwise things become BORING! This isn't Candy Crush Saga! (although I'd love to have their income ) Life isn't fair and thats part of what makes it interesting! Sports continue to have human referees exactly because of the fact that the randomness that derives from human behaviour adds to the game. In Fangz, you may be able to pass a very difficult level with no energy loss sometimes, if you're proficient and had some luck. Other times you may be unlucky. If you don't agree with this, then we disagree. And I'm perfectly fine with that. It is. It's perfectly possible to beat the game as is. I've already stated that I think that a stamina bar is a better approach, and that I'll take the lunging attacks from normal difficulty level, because to that audience that could seem unfair. In hard (the current difficulty level), insane and god difficulty levels, this will be left as is. If I recall correctly, your suggestion involved several steps, which would be hard to explain to a user. What I'm talking about is a simple stamina bar, that looses energy when the player jumps, and that regenerates when the player isn't jumping. If this was what you said, then I must have misread it, because it was written in 10 lines or more. But in a previous post I specifically stated exactly what I'm doing for each of the difficulty levels. It almost matches with what you're saying above, with the exception that I'm also taking lunge attacks from normal mode. These types of personal attacks, together with your constant use of absolute words (e.g. always, guaranteed) sometimes make me not want to answer you. Please tone them down. Hmmm... I appreciate your support, but I do agree that you shouldn't have voted for Fangz without playing it. I hope this doesn't make you mad at me. I've had machine guns pointed at me. I doubt carebears will even make my heart rate go up... Hard mode will be exactly the same as the current difficulty in Fangz. Additionally I'm adding insane and god difficulty levels. 2-2 requires you to memorise the path first. It's there as way to train the player for what's next (each time the player repeats that level, he gets more proficient in the game's mechanics, so that subsequent levels are able to be beaten - barely ). It seems some reviewers never got past that level and it never clicked with them. This was exactly what I meant Fangz to do. Unfortunately in iOS the gamers market seems to be pretty small...
Quoting myself from page 20 of this forum. I think if you hadn't been concerned with my age at the time of me posting this, you might not have glossed over it.
I must have missed that one, sorry. I was speaking about another one, where you were a lot more elaborate than this. This is exactly the kind of attitude I feel is immature. You don't seem to be able to resist adding a personal jab or two when making your point. I asked your age at the time so that I could infer what games you were exposed to when growing up.
Just for completion, this is what I thought was overly complicated (page 40): "My newest idea: Alex, how about you make the jump deduction start after a certain amount of jumps in a row? For example, the first 3 jumps in a row would not be deducted at all and with the fourth jump in a row it would start? This would be a happy medium, since the player would not be able to abuse the jumps and would still be able to get a reasonable amount of jumps in before being deducted. This would also make sense in terms of Frank getting tired. The first three jumps he wouldn't be tired. By jump 4 he would be getting tired, jump 5 even more tired, jump 6 and so on. I'd rather see the first 3 jumps as non-deductible and after that they could increase a little more with each jump. Or how about making it so health that is deducted by jumping regenerates on its own? If you jump a lot the health goes down, but if you stop jumping it goes back up (instead of it staying down)." The stamina bar seems to be the least worse approach, so I'll implement that, together with a perk that'll allow you to bring down jumping penalty to zero.
I started throwing out other ideas because you didn't seem interested in the stamina bar. However, I brought up the jumping/stamina issue right from the start.
And eventually it surfaced as the best approach. I like to listen before I make a decision. And I've learned that usually the best decisions are the ones made after every intervenient runs out of things to say. I don't know if you were the first to come up with the stamina bar idea (I thought it was Montanx, but I don't feel like re-reading the whole thread to confirm it), but that idea was amplified through discussion and after a couple of nights thinking about it, it seemed like the best approach to me. I appreciate all the input I get, from the person who suggests it, to others who build on it or disagree. What I don't like are decisions by committee, where everyone must agree before a decision is made, so that no one is responsible if things go wrong. But in this case everyone, myself included, seems to agree that a stamina bar is the way to go, so I'll gladly implement it for all difficulty levels.
See? I told you we were arguing over agreeing Yeah, I figured you weren't into the Stamina Bar idea, so then I started thinking to myself, "If he doesn't like the Stamina Bar, maybe he'll go for the health regenerating on its own, or maybe he'll go for the jump health deduction kicking in after a few jumps," and so on. I knew these ideas were more complicated, but I wanted to throw out everything over and over, anything to get the jump deduction to be more lenient. Hell, I'll even take a stamina bar that goes away after three jumps and THEN my health starts to be deducted. Anything that will give me a buffer, and anything that will even out my ability to take on the attacks. This will do exactly that. Implementing it for ALL difficulty levels across the board would be HUGE. What I was afraid of was that you would only implement it for the easy settings. Like I said before, I want to play the hardest modes the game has to offer. If I am able to jump freely in the hardest difficulty, then bring it on I truly feel the game will be much more enjoyable with this stamina bar. Not only that, the game will still be a challenge, while also being a more level playing field.
Alex this is not a negative critic but the sudden jump in difficulty is a bit scary in 2-2 because its 'too early', that's why some sites mentioned that the game seems unbalanced. I mean, I was already going thru 2-1 without getting hit before I could get past 2-2. So it was even off putting to me but I decided to give it another go. I'm not the hardcore gamer I was on my 20s but I'm still that kinda guy my friends look at like 'the guy that's better than all of us' so I guess I'm your target audience (after all I'm the only one I know personally that reads reviews and posts in games forums lol). I guess it scared some reviewers too. Pocketgamer is kinda all over the place in their reviews, but tbh I usually like Slide to Play's ones, they don't usually review games from a 'mega casual gamer' perspective (IMHO of course). Btw, funny how I prefer playing this game on my iPhone. Knowing these forums, one of the things that proves you did a marvelous job with the mechanics is that it's one of the only games without moveable controls that I didn't see anyone complain, they are perfectly positioned to me.
Oh btw, for Fangz 2 or maybe an update: you should think about co op survival since this game requires grinding. Co op grinding is much more entertaining than solo, that's one of my fav features in Zombieville 2.